I’m not sure there’s a lot of theme to this one—games that involve some amount of upwards motion? Sometimes? Whatever—two dollars, random games, some amusement.
DungeonUp - A pseudo-roguelike dungeon crawler with randomly generated (but persistent) puzzle-ish levels--and I think calling it a resource-management puzzle game wouldn't be inappropriate. The game flat-out tells you how much HP fighting any given monster will cost you, so most of the game is trying to maneuver to the powerups while losing as little of your health (which has no upper limit but is only restored by limited potions) as possible. Unfortunately, because levels are random, you can end up in unwinnable situations--for instance, needing a blue key when none are available on any earlier levels; or not being able to kill enough creatures to reach upgrade items because your health is too low. Dying sends you back to just after the last boss you killed and respawns all of the subsequent levels, which is a mercy but still frustrating. I think that if there was a set, determined-to-be-winnable path I would like this better. As noted with other roguelikes, "Try, die, try again" as a method of gameplay gets frustrating for me, especially when you need to re-play a lot upon dying.
Olympia Rising - You play as Iola, a heroine who was killed but has now been reawakened in the underworld and needs to bribe Charon (over and over again) to get out. Side-scroller with controls that are a cross between Gargoyle's Quest and Metroid (spin jumping is very critical, as is wall-clinging), though there's a lot of "slide" to the motions and it feels like either the hitboxes are wonky or the mercy invincibility isn't nearly long enough. Fun for a bit and with a very pretty style, but it gets frustrating.
Ace Of Words - A bare-bones Boggle game. You get either six or eight letters and a limited time to make as many words as possible, and then your score is compared to their overall leaderboard. (Which clearly isn't very large, as I made rank #200 on my first go.) The achievements all revolve around making lots of words. Play Letter Quest instead--there's just nothing to this.
Hyperspace Invaders II: Pixel Edition - Shoot-em-up bullet hell with heavy graphical reference to the classic Space Invaders, as you might guess. (And also by that time the developers all took Ecstasy at a rave.) Sure to cause a seizure while you maneuver trying to avoid some flashing pixels while catching others. I'm not sure I entirely understood what was going on--there is so much stuff on screen at any point, and I was mostly trying to avoid being crashed into and collect the shiny sun power-ups that give side lasers (which seem to be the key to big combos).
Ruzh Delta Z - Another bullet hell shooter, but with even less of a gimmick to sell it. Not really my thing.
Magical Brickout - Best described as "rotating pinball", you can spin the stage and must try to keep a bouncing ball within the bounds of it while destroying the blue pieces (which free fairies or something--the story is an afterthought). I'm reminded of Peggle Blast, but it's less fun.
Collisions - There's a rolling, bouncing ball. You have an assortment of pinball-style springs, gates and flippers. There are 54 stages. Get the ball to the goal, via a combination of cleverness and reflexes. There's a minigame and a bug-squashing game hidden in it; there's a secret exit to many of the levels; and it's certainly got a lovely atmospheric quality; but it's still short and simple. You can play the whole thing in less than an hour.
Hypt - You're a little dot riding on a track while pixelated cannons shoot at you. Fortunately, you have a shield and can bounce their shots back at them. Each level is a timing puzzle of where to stop and what angle to reflect things at. Apparently there's more variety once you get a ways in (more complicated levels, boss battles, etc), but it didn't grab me enough to stick it out.
Grimoire: Manastorm - Still in alpha build (it's a Steam Early Access game), this is a multiplayer arena FPS game where the characters are all wizards and your attacks are various elemental spells; you also have access to teleport spells, shields, etc. Unfortunately, while it's a cool concept and it looks neat, there's nobody playing it and, as noted, it's still in Alpha. Check back in a year on this one; if it's still around it'll likely be something cool.
Adventures of Bertram Fiddle: Episode 1: A Dreadly Business - A "famous" adventurator accidentally bumbles into hunting down the infamous Geoff the Murderer to stop his murderings and also retrieve a puppy. Fiddle talks like a Victorian Ned Flanders as he and his Cyclops manservant creatively blunder through an anachronistic London. It's short, but there are some cute bits and the puzzles are decent. They apparently Kickstartered episode 2, and while I wouldn't pay "full price" for it, I'd pull it out of a bundle.
Overall: Nothing in here was particularly mind-blowing; most of it fell into the category of “That was fun for half an hour, and now I’m done.” Worth the sale price, but nothing worth going out of your way for.
DungeonUp - A pseudo-roguelike dungeon crawler with randomly generated (but persistent) puzzle-ish levels--and I think calling it a resource-management puzzle game wouldn't be inappropriate. The game flat-out tells you how much HP fighting any given monster will cost you, so most of the game is trying to maneuver to the powerups while losing as little of your health (which has no upper limit but is only restored by limited potions) as possible. Unfortunately, because levels are random, you can end up in unwinnable situations--for instance, needing a blue key when none are available on any earlier levels; or not being able to kill enough creatures to reach upgrade items because your health is too low. Dying sends you back to just after the last boss you killed and respawns all of the subsequent levels, which is a mercy but still frustrating. I think that if there was a set, determined-to-be-winnable path I would like this better. As noted with other roguelikes, "Try, die, try again" as a method of gameplay gets frustrating for me, especially when you need to re-play a lot upon dying.
Olympia Rising - You play as Iola, a heroine who was killed but has now been reawakened in the underworld and needs to bribe Charon (over and over again) to get out. Side-scroller with controls that are a cross between Gargoyle's Quest and Metroid (spin jumping is very critical, as is wall-clinging), though there's a lot of "slide" to the motions and it feels like either the hitboxes are wonky or the mercy invincibility isn't nearly long enough. Fun for a bit and with a very pretty style, but it gets frustrating.
Ace Of Words - A bare-bones Boggle game. You get either six or eight letters and a limited time to make as many words as possible, and then your score is compared to their overall leaderboard. (Which clearly isn't very large, as I made rank #200 on my first go.) The achievements all revolve around making lots of words. Play Letter Quest instead--there's just nothing to this.
Hyperspace Invaders II: Pixel Edition - Shoot-em-up bullet hell with heavy graphical reference to the classic Space Invaders, as you might guess. (And also by that time the developers all took Ecstasy at a rave.) Sure to cause a seizure while you maneuver trying to avoid some flashing pixels while catching others. I'm not sure I entirely understood what was going on--there is so much stuff on screen at any point, and I was mostly trying to avoid being crashed into and collect the shiny sun power-ups that give side lasers (which seem to be the key to big combos).
Ruzh Delta Z - Another bullet hell shooter, but with even less of a gimmick to sell it. Not really my thing.
Magical Brickout - Best described as "rotating pinball", you can spin the stage and must try to keep a bouncing ball within the bounds of it while destroying the blue pieces (which free fairies or something--the story is an afterthought). I'm reminded of Peggle Blast, but it's less fun.
Collisions - There's a rolling, bouncing ball. You have an assortment of pinball-style springs, gates and flippers. There are 54 stages. Get the ball to the goal, via a combination of cleverness and reflexes. There's a minigame and a bug-squashing game hidden in it; there's a secret exit to many of the levels; and it's certainly got a lovely atmospheric quality; but it's still short and simple. You can play the whole thing in less than an hour.
Hypt - You're a little dot riding on a track while pixelated cannons shoot at you. Fortunately, you have a shield and can bounce their shots back at them. Each level is a timing puzzle of where to stop and what angle to reflect things at. Apparently there's more variety once you get a ways in (more complicated levels, boss battles, etc), but it didn't grab me enough to stick it out.
Grimoire: Manastorm - Still in alpha build (it's a Steam Early Access game), this is a multiplayer arena FPS game where the characters are all wizards and your attacks are various elemental spells; you also have access to teleport spells, shields, etc. Unfortunately, while it's a cool concept and it looks neat, there's nobody playing it and, as noted, it's still in Alpha. Check back in a year on this one; if it's still around it'll likely be something cool.
Adventures of Bertram Fiddle: Episode 1: A Dreadly Business - A "famous" adventurator accidentally bumbles into hunting down the infamous Geoff the Murderer to stop his murderings and also retrieve a puppy. Fiddle talks like a Victorian Ned Flanders as he and his Cyclops manservant creatively blunder through an anachronistic London. It's short, but there are some cute bits and the puzzles are decent. They apparently Kickstartered episode 2, and while I wouldn't pay "full price" for it, I'd pull it out of a bundle.
Overall: Nothing in here was particularly mind-blowing; most of it fell into the category of “That was fun for half an hour, and now I’m done.” Worth the sale price, but nothing worth going out of your way for.